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MF MLMarkland
Good questions and interesting ideas to consider.
The game is not on mobile. Minimum requirements include a GTX 750 Ti video card.
Screwing with the occlusion culling would require digging into the C++ engine code in UE3. Not saying that wouldn't be a good solution. It's just that I wouldn't know how to implement it, and I think it would be really difficult.
In Himeko Sutori I traced (that's what we call it in Unreal) from the focus point to the camera and if the trace hits a static mesh tagged for it, I switch the material to something translucent. I would tag big meshes, like houses, to switch materials. Smaller meshes, like lamposts, don't become translucent.
I didn't like that effect because it depended on collision. If you have a bunch of foliage that's purely decorative, the trace goes right through it. The way I have it now, if any actor at all--static mesh, foliage, whatever--has this material, it will automatically cut out if it's in the middle of the screen, and closer than the player. It's not even dependent on any post processing. The material's transparency mask cuts out in screen space. (That's probably related to why its shadows are screwed up, so I had to turn them off.)
Why did I do it this way? Because it's what I know how to do. I can make materials. There are probably better solutions. But if I'm the one who has to make it, this is the one that works the best that I knew how to implement.
Good questions and interesting ideas to consider.
The game is not on mobile. Minimum requirements include a GTX 750 Ti video card.
Screwing with the occlusion culling would require digging into the C++ engine code in UE3. Not saying that wouldn't be a good solution. It's just that I wouldn't know how to implement it, and I think it would be really difficult.
In Himeko Sutori I traced (that's what we call it in Unreal) from the focus point to the camera and if the trace hits a static mesh tagged for it, I switch the material to something translucent. I would tag big meshes, like houses, to switch materials. Smaller meshes, like lamposts, don't become translucent.
I didn't like that effect because it depended on collision. If you have a bunch of foliage that's purely decorative, the trace goes right through it. The way I have it now, if any actor at all--static mesh, foliage, whatever--has this material, it will automatically cut out if it's in the middle of the screen, and closer than the player. It's not even dependent on any post processing. The material's transparency mask cuts out in screen space. (That's probably related to why its shadows are screwed up, so I had to turn them off.)
Why did I do it this way? Because it's what I know how to do. I can make materials. There are probably better solutions. But if I'm the one who has to make it, this is the one that works the best that I knew how to implement.